4,734 Commits over 762 Days - 0.26cph!
turret_head_animations -> naval_update
Stop the reload animations of a turret if you hop off
Fix some issues with my one shot cancellation
Stop current player one shot if mounting or dismounting
Made front turret way smoother to look around with
naval_update -> turret_head_animations
multi_drop_nre_fix -> main
- Setup a method to emulate the twitch drop crash from before
- Codegen
Wrap the whole menu init sequence in a try/catch
Stop a null drop NRE bricking the whole Bootstrap sequence
- Apply root motion (not needed but helps rule things out)
- Setup correct reload time on the front turrets
Reorient the front point pivot
Fixed position offset on the front turret
- Fixed scuffed clamping on the front turret seat
- Use tickrate for lerping (cant use deltatime since im predicting)
turret_head_animations -> naval_update
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities
- Remove any clientside angle smoothing - bad idea (causing minor stutters)
- Deleted unused head anims folder
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
Yaw needs to be set as well due to where our animation starts
Actually set the pitch values to prevent them trying to continue where they left off
- Save client predicted weapon rotation adjustments into the state circular buffer
- Ensures this forced position update is classified as valid on the client, preventing reconcilliation
Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
Fix some causes of reconcilliation after a reload
- Dont generate predicted states when reloading
- Force update visual weapon rotation when reconcilling, dont just update internal values
- Increase degree offset required for reoncilliation
naval_update -> turret_head_animations
scientist_boats_ai_improvements_3 -> naval_update
Some more tuning:
- Reduce group cohesion a little (they were a bit too stuck into groups)
- Can jump to a new macro target earlier (makes them less stubborn)
- Increase how far out they need to be before they will begin pulling towards the centre
- Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges
Rewrote all of the boat wander state:
- Now pick macro and micro directions
- Macro is a fixed target point (within deepsea bounds or in random direction)
- Micro is the same Reynolds stuff but done simpler
- Combine them together for a bit of a better approach
Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
scientist_boat_ai_improvements_3 -> naval_update
Fixed the AI Boat triggers on the oilrigs. S2P
scientist_boats_improvements_3 -> naval_update
Pull towards the centre the further out the boats are in the deepsea
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4
- S2P
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other)
- Less attempts to reverse when we can just go forward
scientist_boat_ai_improvements_3 -> naval_update
scientist_boat_ai_improvements -> naval_update
- Better AI attacking turret distance checks
- Better turret DOT checks
- Ensure when leaving a state the correct target is cleared
- Fixed a bug when leaving RAM states
- More debug logs
- Ensure when leaving seek state that we clear active target
- Rewrite and cleanup of pursue behaviour
- Multiple NRE fixes
- Better print outs
- Wrap floating cities in the same avoidance triggers as Oilrig
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles
- Wrapped Oilrig
- Wrapped Large Oilrig
- Better 'get' and 'give up' targetting detection
- Fixed target claiming possibly happening on the same boat thats trying to get rid of the target
- Standardised check system
- Applyed it across all targetting logic
Add proper null check when dismounting weapon seats
- Apply head animations to be in reference to the starting head position/rotation